2.78 Wrong texture scaling in material viewport #49534

Closed
opened 2016-10-02 18:12:45 +02:00 by Hans Josef Classen · 11 comments

System Information
Windows 10 Home, version 1607, Build 14393.222
Intel Core i7-3770K, 3.5GHz, 8GB RAM
Geforce Titan

Blender Version
Broken: 2.78
Worked: 2.77a and 2.74

Short description of error
When selecting the material display in the viewport, part of the textures are corrupted. b278a.JPG The texture of the bridge in the lower center seems to be wrongly scaled. The castle above seems to use the textured viewport instead and shows the texture, which was selected lastly in the node editor. The textures of the rocks in the lower left and right seem to be ok. This worked fine with 2.77a. I have loaded the file on my notebook, which still uses 2.74. Everything's fine as well. The rendered viewport is ok with 2.78: b278b.JPG
As blender.exe was not installed with the msi file and I needed to perform a repair install to get an executable, I have tried the zip file instead. In both cases the result is the same.

The original file is about 500MB of size with packed textures. When I tried to remove stuff to create a minimum size file (which appeared to be quite easy as the scene includes three differently deep "layers" of objects), the rendered view becomes a noisy grey image without details.
b278d.JPG
The materials viewport still shows the camera image. This happens as well when I render the image with F12. This is independent of rendering with CPU or GPU. And also this happens when I restart Blender.

The "smallest" file with the grey result is 400MB. I am not sure if I should upload it due to its size (and my internet connection). Please direct.

Exact steps for others to reproduce the error
Load the file and click the material viewport display in the 3D view.b278c.JPG

**System Information** Windows 10 Home, version 1607, Build 14393.222 Intel Core i7-3770K, 3.5GHz, 8GB RAM Geforce Titan **Blender Version** Broken: 2.78 Worked: 2.77a and 2.74 **Short description of error** When selecting the material display in the viewport, part of the textures are corrupted. ![b278a.JPG](https://archive.blender.org/developer/F372738/b278a.JPG) The texture of the bridge in the lower center seems to be wrongly scaled. The castle above seems to use the textured viewport instead and shows the texture, which was selected lastly in the node editor. The textures of the rocks in the lower left and right seem to be ok. This worked fine with 2.77a. I have loaded the file on my notebook, which still uses 2.74. Everything's fine as well. The rendered viewport is ok with 2.78: ![b278b.JPG](https://archive.blender.org/developer/F372740/b278b.JPG) As blender.exe was not installed with the msi file and I needed to perform a repair install to get an executable, I have tried the zip file instead. In both cases the result is the same. The original file is about 500MB of size with packed textures. When I tried to remove stuff to create a minimum size file (which appeared to be quite easy as the scene includes three differently deep "layers" of objects), the rendered view becomes a noisy grey image without details. ![b278d.JPG](https://archive.blender.org/developer/F372759/b278d.JPG) The materials viewport still shows the camera image. This happens as well when I render the image with F12. This is independent of rendering with CPU or GPU. And also this happens when I restart Blender. The "smallest" file with the grey result is 400MB. I am not sure if I should upload it due to its size (and my internet connection). Please direct. **Exact steps for others to reproduce the error** Load the file and click the material viewport display in the 3D view.![b278c.JPG](https://archive.blender.org/developer/F372757/b278c.JPG)

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @HaJotCe

Added subscriber: @HaJotCe

Added subscriber: @brecht

Added subscriber: @brecht

Is it possible to select one of the objects with wrong texture display, select invert, and then delete everything else? Or create a new .blend and append just one of the objects with the problem?

What the rendered view looks like doesn't really matter, if the textures shows ok in 2.77a but not in 2.78 we can debug it.

Is it possible to select one of the objects with wrong texture display, select invert, and then delete everything else? Or create a new .blend and append just one of the objects with the problem? What the rendered view looks like doesn't really matter, if the textures shows ok in 2.77a but not in 2.78 we can debug it.

Here is the file, condensed to 21Meg:bridgeBack-packed.blend
I have appended the bridge object to a new file. All textures are packed. I'm wondering, why the face count is 0: b278e.JPG

Here is the file, condensed to 21Meg:[bridgeBack-packed.blend](https://archive.blender.org/developer/F373294/bridgeBack-packed.blend) I have appended the bridge object to a new file. All textures are packed. I'm wondering, why the face count is 0: ![b278e.JPG](https://archive.blender.org/developer/F373301/b278e.JPG)

Added subscribers: @dfelinto, @Sergey

Added subscribers: @dfelinto, @Sergey

Can't confirm there's 0 faces, but shading indeed seems weird in the viewport. From quick check seems partitioning is done done wrong for materials or something like that.

Maybe @dfelinto will be interested in having a look here? :)

Can't confirm there's 0 faces, but shading indeed seems weird in the viewport. From quick check seems partitioning is done done wrong for materials or something like that. Maybe @dfelinto will be interested in having a look here? :)

I reproduced the bug in a much simpler file: uv-material.blend - this will show greenish in 2.77 and red in 2.78.

Basically the issue (on material mode at least) is that the UV being used in 2.78 is different than the one in 2.77. If you change which UV is the active/selected in 2.78 you will see the result changing.

I reproduced the bug in a much simpler file: [uv-material.blend](https://archive.blender.org/developer/F377829/uv-material.blend) - this will show greenish in `2.77` and red in `2.78`. Basically the issue (on material mode at least) is that the UV being used in `2.78` is different than the one in `2.77`. If you change which UV is the active/selected in `2.78` you will see the result changing.

Actually, the issue is that you are using the Attribute node instead of the UV Map node to get the UVs.

And something on top of that, if you take my last sample file, and remove the NormalMap you still see the bug, until you save and re-open the file.

Actually, the issue is that you are using the `Attribute` node instead of the `UV Map` node to get the UVs. And something on top of that, if you take my last sample file, and remove the NormalMap you still see the bug, until you save and re-open the file.
Sergey Sharybin was assigned by Dalai Felinto 2016-10-13 17:52:23 +02:00

This issue was referenced by 625b504b23

This issue was referenced by 625b504b23beb11e8a02408e7474e38fa525e8ee

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#49534
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